#version 450

layout (binding = 0) uniform sampler2D coordinateColor;
layout (binding = 1) uniform sampler2D samplerColor;

layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;

void main()
{
	vec4 coordColor = texture(coordinateColor, inUV);
	vec4 samplerColor = texture(samplerColor, inUV);

	outFragColor = vec4(coordColor.rgb * coordColor.a + (1 - coordColor.a) * samplerColor.rgb, 1.0);
}


//if(coordColor.a < 1)
//		outFragColor = vec4(coordColor.rgb, 1.0);
//	else
//		outFragColor = texture(samplerColor, inUV);